#The Need for a Point-fire Walk Stance

1 messages · Page 1 of 1 (latest)

glad cedar
#

Final Thoughts, ICO & UE5

Two years ago, the Infantry Combat Overhaul changed Squad's combat in big ways - for the better, in my opinion. The ICO wasn't perfect but the shift towards more deliberate, team-dependent playstyle was in a good direction. Since then I've seen some tweaks and rollbacks (like v8.2), but not much building on what the ICO started.
The team's clearly not afraid to take on big projects - between the ICO and now UE5, making major moves. As we near UE5, I believe there's still time to sharpen the rough edges—not just fixing flaws, but adding onto the foundation.

CQB satisfaction is something that feels missing to me. And this idea is just one way to refine it while trying to hold Squad's vision.
It seems relatively minimal & not-so-sophisticated that it could maybe fit alongside UE5 development, although I recognize UE5 work takes priority. If implementable at all, it might solve a real pain point.

Now there is room for discussion. What's missing for you? Maybe you'd choose a different approach or tweak things differently. Are there potential flaws I have overlooked and if so, could they be addressed with some workarounds. Overall, what would you agree and/or disagree on?
Really just want to get people talking about how we can make the combat even better. What small changes do you think would help?

Off-the-top Add-ons up for Discussion:

  • Stance Animation

  • Arm Stamina Introduction / Stamina System Rework

  • Addition of Low-Ready Stance alongside

  • How to integrate Leaning with the Stance

  • Breathing/heavy audio cues if stamina is low

  • Adjustable height/stance system similar to EFT ( added )

glacial brook
#

I would love this or even features like adjustable heights or at least different stances. I find that too many times interacting with the map and its environment is frustrating.

Can’t crouch high enough, can’t peek through a gap, can’t even use fortifications properly at times.

Point shooting is a must I’ve been waiting for a while now, I mean some of the guns do also have canted sights. And I’m tired of the close quarter combat hip fire, automatic untrained soldier recoil gun game with your enemy. Point shooting is a nice solution to this.

granite apex
#

You would have thought windows and openings would have been coded at the right height to crouch or stand to shoot out. It’s dumb that they weren’t, would negate this.

real briar
#

We all know the benefits without the long essay. However, I don't like the factors you put in, in order to be able to use it. Let's not make it complicated and handicapped. Everybody should be able to use it whether you have low or high stamina.

cerulean axle
#

Sounds good. You could use the experimental ready stance from ICO playtests with AK-12 as a basis.

hallow sage
#

The stamina drain is a fantastic idea

#

Great work

silk moat
#

People sprint EVERYWHERE, even when they have no stamina and they spray n prey.

No need to make the game more complex with stances, they wont use them

glad cedar
#

I appreciate the perspective @real briar. To clarify, I intentionally used existing parameters like stamina—not to complicate things, but to work within the game's established framework. The thresholds aren’t about restricting players, but maintaining meaningful tradeoffs (just like stamina does to ADS).
You’ll always have the standard walk option regardless of stamina—this stance would purely be an additional tool for controlled engagements. Stamina management and forms of combat foresight (cover selection, threat prediction, suppression counterplay) would enable it—but default (current) point-shooting stays when thresholds are breached for valid or unavoidable reasons.
That said, if the values need tuning—like softening the stamina penalty—that’s exactly why we’re discussing it. The goal is to improve combat flow without creating exploitable loopholes. What adjustments would you suggest to balance fairness with ease of implementation for devs?

glad cedar
#

Refinement Idea
Replacing "stamina drain" during normal use with "slow stamina regen" (similar to low-health stamina behavior). Basically only suppression would trigger active drain.

  • Baseline behavior: Stance slowly recovers stamina when not suppressed ( net positive but below default ).
  • Under Suppression: Appropriate Suppression-StaminaDrain Curve maintains threat.
    This should probably be less punishing & more natural while keeping suppression impactful.
static perch
#

Bump

flat igloo
#

Just fix hip fire. Keep it stupid simple

glad cedar
#

<@&323882928541270017> I made a small edit and now the original message shows Deleted, probably because of character limits. How can I undo this?